Combat Medic Archive
Thread: What is the main problem you have with the +1 change
True true Jacore
You can pass on the crow if you really don't want it, lol.
Thething isthough, he had presented all that same data and hard evidence to the devs over and over and over. It wasn't until he went public with a tantrum/rant that anyone started 'paying attention', rather than just saying "yeh yeh, pistoleers overpowered, we don't want to hear it"
I really should go dig out a link to that post, it's a classic.
Like I said, I'm not expecting or wanting Kave to go do the same thing. Just pointing out that sometimes (hmm, maybe most times in MMO's) ranting and raving seems to get more accomplished than reasonable discussion. Myself, I prefer being reasonable but anyway ...
I agree with Valdo. Why change our DOTs and none of the others? Shouldn't they fix the problem, no matter how long it takes?
I would much rather have to shoot stuff to get the XP and loot than chase creatures and people all over creation just to kill them, when that's not the purposeof our class at all. This is not a fix or a workaround, it is a nerf.
as was said before....poisons and such are our main weapons as cm's. could you imagine the crying you'd hear from the commandos if flamesingle2 only burned down to +1? i probably wouldnt mind if they did put +1 on mind damage but left action and health open....IF we could gain the ability to heal mind damage. i think that would be invaluable in combat to be able to heal the minds of yourself and your group.
My Solution:
Having to do the 1 hp of damage, but being able to do it at ANY time during the fight, not necesarilly the LAST 1hp. Or how about 5% of the ham? That way you need to hit them, but then again, this isnt gunna help the incap dance is it?
ignore me.
I wouldnt mind poison dropping after the first incap. its not that hard to reapply
since incapping from poisons will be impossible now, will they be increasing the tick timer on disease to make them more effective in PvP now since they have absolutely no use in PvE? As far as i can see there is no reason to use disease since it's so easy to cure, it's always been one shottable with the appropriate disease pack which all doctors seem to have access to, granted it does require master doctor in order to be used.
PsionicHawk wrote:
Please get premission
I have asked before...waiting for a reply
MichaelF77 wrote:
After mastering Medic, one needs ony 15 (fifteen) points to be able to cure poison applied by Master CM (or any other CM) and be very usefull in PvP.
After mastering Medic, combat medic with 15 points will have hard time killing kreetles with poison, let alone be any kind of consideration in PvP battle.
Am I the only one who see something wrong with the picture ?
I haven't made cure poison A or B packs in quite some time, but my cure C packs have a base medical use rating of 97 which requires master doctor. That can easily be experimented down to 90, and probably 80, but at the cost of effectiveness (not that experimenting on effectiveness has visible results -- there is no effectiveness rating listed for cure poison/disease packs).
Hi,
I think the +1 limit is pretty lame. Mainly because its a cheap hack to try to balance DOTs. I can think of reason ( based on reality ) why a poison DOT would not incap. I'd like propose the following as alternatives tothe +1 hack ( in no particular order ):
1/ Collateral Damage
Through out history most poisions, or chemical attackshave been far from precise. I'd suggest that poisons have a risk to effect others in the area.For example,you go to poision a mob, you accidentally poison a group member or his pet. This should be a fairly low occurance and related to the skill level of the CM. Same should apply to other area effect DOTs, specifically the commando flame cone.
2/ Poison 'Device'
You can only poision when you have the poison 'device' equipped. Poison 'device' requires you to be in short range to attack and you get a damage mulitplier against you while it is equipped. This would bring CM more in line with Commando and BH.
3/ Distance Limit
Change poisons, or maybe some poisons so they are not really DOTs. These poisons only works if you stay within a certain range. As soon as you loose range the poison stops, or greatly decreases in effectiveness.This increases the likelyhood of being aggro'd while poisoning, especially ifits apack animal.This would be similar to CHs and their taming process, where you need to follow mobs and stay within a certain range. "
This makes sense. I would seriously argue with the idea I see on this board that a CM should be able to survive solo against any uper tier combat professions though, CMs should be dead solo but powerful in groups and in supporting groups.
Yes, in reality poison is completely incapable of incapacitating a person. This is why it has been the least feared form of attack, whether from man or animal, throughout recorded history.
Sorry, I just had to say that. But where in 'reality' do you get the idea that poison just stops doing anything when the person who is poisoned gets really really sick. Does 'real life' poison have a mind of it's own that says "Oh, time for me to stop, don't want to kill this guy". I'd like to know where to find this 'reality', sounds a lot safer than the one I thought was 'real'.
On to your points:
1) Yes, that is an accurate description of 'reality'. Of course we're playing a game, not 'real life'. But your suggestion here does have merit. Of course, throughout history friendly fire has also been a huge problem. I wouldn't mind the implementation of this idea (though it'd suck for your buddies) if anytime ANYONE fired a weapon at a target it had a similar chance to punch a hole in your groupmate who happened to be in the line of fire. Not so nice when we apply 'reality' to not just our profession, but yours also, is it?
2) Well, since you injected 'reality' into your concepts, in 'reality' chemical/poison weapons have ranges of hundreds of miles on ICBM's or artillery pieces. With personal launcher type equipment (a la mortars) an individual can launch poisons for hundreds of yards. In keeping with reality then CM's should have the ability to fire poisons for potentially 1000 yards. To make it fair of course, rifles should have a more appropriate 'realistic' range such as 100-300 yards. I don't mind the idea of forcing us to actually have to equip the poison device though. Makes sense to me. Of course then the complaints on the +1HAM would go through the roof.
3) Once again, in 'reality' does poison stop working if you walk away from the person you poisoned? See, the whole point of poisoning someone (whether it be war or murder) is to do it from a safe distance. If you want to get up close and personal you're better off with a gun. If you drop a mind bleed on someone, should they miraculously stop bleeding if you walk too far away?
So, YOU think we should be dead solo and only be useful in groups. Well, I think BH's should only have the upperhand if they sneak up on their opponent. Since that's what 'real' BH's do. They don't go running in guns blazing. Either we buy into each other's idea of what the other should be, or we agree to decide for ourselves what we are. I'd rather let BH's decide for themselves ![]()
BTW, for everyone. I keep seeing all this talk of how we are support. How exactly do we 'support'? In any group I find my regulardoctor stims to be far more useful, unless I want to stand back throw heals and get shot a lot. In a group our single poison is so slow as to be nearly useless in PvE, and only slightly better in PvP. Our target could have been taking out much quicker by ANY other combat class. Area poison is the only truly useful thing we have going because it lets us affect more than one person before we are toasted. And that's only effective if people are stupid enough to charge into battle shoulder to shoulder.